Moderator: Event DM
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Sili
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by Sili » Tue Nov 11, 2003 8:34 pm
Code: Select all
void main()
{
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT);
object oTarget;
oTarget = OBJECT_SELF;
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), oTarget));
SetPlotFlag(OBJECT_SELF, TRUE);
}
for some reason this won't fire. the fomating is messed up here. Called from OnSpawn
grunt_work: and lycans are just furries with an attack bonus
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Actually
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by Actually » Tue Nov 11, 2003 8:48 pm
The whole thing doesn't fire, or just the EffectPetrify()?
And this is a piddly point, but why are you declaring and assigning your oTarget on two different lines? Why not:
object oTarget = OBJECT_SELF;
Bye Now,
Jerry Cornelius - Script Monkey
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Neve
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by Neve » Tue Nov 11, 2003 8:52 pm
I tried a similiar thing, but the NPC will only play the animation at the time you're near it. If you leave the area and re-enter it, the statue will be standing in default pose again
[edit]
What exactly should the script do ? With your code you are trying to petrify the nearest player to the spawning player, is that what it needs to do ? Also, you did define an object oPC, and assigned an object to it, but it isn't used in the rest of the code...
- As you gaze unknowingly into the seemingly infinite depths of the optics of this altogether passionate embodiment of insatiability, you experience a gradual realisation that the heavily-embellished vocabulary scattered lavishly throughout the sentence you are currently reading is indisputably nothing greater than a generous ration of masculine bovine faeces.
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Sili
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by Sili » Tue Nov 11, 2003 9:01 pm
Ok got the petrify to work. I want the creature this is attatched to, to stay in the taunt pose. The creature doens't even do the taunt
Code: Select all
void main()
{
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT);
object oTarget;
oTarget = OBJECT_SELF;
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PETRIFY), OBJECT_SELF);
SetPlotFlag(OBJECT_SELF, TRUE);
}
Last edited by
Sili on Tue Nov 11, 2003 9:05 pm, edited 1 time in total.
grunt_work: and lycans are just furries with an attack bonus
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JollyOrc
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by JollyOrc » Tue Nov 11, 2003 9:02 pm
I'm not sure, but is EffectPetrify() a valid effect ?
Otherwise I agree with Neve and Actually:
Code: Select all
void main {
object oTarget = OBJECT_SELF;
ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT);
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), oTarget));
SetPlotFlag(OBJECT_SELF, TRUE);
}
should suffice. The rest seems ballast.
Dunno if this works as intended in the end, as I don't know if this will actually freeze the animation. Can't test it right now.
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JollyOrc
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by JollyOrc » Tue Nov 11, 2003 9:03 pm
uhm... off the top of my head:
perhaps AssignCommand() (or whatever it's called) should do the trick ?
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Neve
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by Neve » Tue Nov 11, 2003 9:37 pm
You got it right there Jolly
Code: Select all
void main {
AssignCommand(OBJECT_SELF, ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT));
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF));
SetPlotFlag(OBJECT_SELF, TRUE);
}
- As you gaze unknowingly into the seemingly infinite depths of the optics of this altogether passionate embodiment of insatiability, you experience a gradual realisation that the heavily-embellished vocabulary scattered lavishly throughout the sentence you are currently reading is indisputably nothing greater than a generous ration of masculine bovine faeces.